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1 year ago ::
May 07, 2012 - 1:27PM
#11
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If it's a ritual, it's available to any class. That's a good enough reason to have them as rituals in my opinion.
I would much rather have some kind of daily resource for rituals that isn't money. The only problem is with spells that you can use during your downtime like divination. If you add a meaningful material component, even these spells should be fine.
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1 year ago ::
May 07, 2012 - 1:36PM
#12
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Date Joined:
Aug 19, 2007
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You cant use a ritual like that unless your DM is horrible. No sane DM will allow the use of ritual exploitation to explode bombs.
I disagree strongly with the bolded. Imagine that you, as a DM, have laid out a siege scenario. Now a player comes up and says "well I use this spell in this way to break the castle walls so our army can swarm in". If you say no to that perfectly reasonable plan, even though it is an exploit of a flaw in the gaming system, you will encounter resentment by your players, especially if the siege scenario is tough. Why didn't it work? Spell A is Spell A after all...
This kind of thing is what I want the game system to esplicitly avoid. Some people like it; they say it is a creative way to use a spell and should be rewarded. I think a creative way to use a spell should be rewarded, but shouldn't void the need for an entire adventure arc. Spell abuses of all kinds should be restricted, and this category in particular needs some kind of restrictions. Daily reset is a horrible restriction for the above reasons.
If you want to massacre cows to turn into salt and sell it, you could just butcher the cows and sell the meat. Become a cowboy. The idea behind rituals was to pretty much replace the endless spell lists that wizards and other casters had letting them be your versatile spells. I run into far more problems being stonewalled by a DM than i do laughing while i exploit my rituals. "Your ritual fails he is protected by anti scrying wards" you get there its an orc warlord whose never used magic in his life. They require some DM cooperation, using explosive runes to take down a city wall might fly in some games but in most the DM will just say, they arent strong enough to take down the city walls. Or maybe it turns into an adventure all together to place them strategically a feat that can be easily replicated by an alchemist building lots and lots of actual bombs.
First, I was just listing some of the common exploits that I remembered off of the top of my head, not of rituals, but of 3.5's spells. The kind of spell that should have been a ritual, but wasn't, could be spammed, and led to caster imbalance. Those are some, but the problem is systemic: take divinations. As you mentioned, either you have horrible DM fiat or you end up with divinations voiding numerous possible plots, and a DM that needs to strongly consider what a caster can do before laying out his adventure. Which sucked, and was a good riddance IMO.
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
May 07, 2012 - 1:36PM
#13
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Assign rituals a "mana cost" and have your primary stat be the "maximum" mana you can spend. Make sure level 1 rituals that you're not trying to stop from daily use (Tenser's Disc) cost only 1 or 2 mana. Mana restores at 1/day in heroic tier, 2/day in paragon, and 3/day in epic, or whatever equivilent. Sure you can cast explosive runes, it's 14 mana, now wait two more weeks to do it again. Even with 3 months, that's 6 casts, and no Salt Cows. (Expanded from Ocules idea)
Mind you, this is just a way to clearly slap a longer cooldown on the spell, you could always quite literally say "you've cast this ritual, you don't feel like you are ready yet to cast it for a while, perhaps focus on something else for tomorrow." aka, given it an X day cooldown. A bit MMO-ish, but it's a rememdy.
Admittedly, probably not the best, but it's an answer.
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1 year ago ::
May 07, 2012 - 2:00PM
#14
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Date Joined:
Mar 19, 2004
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I think expanding the uses for Action Points could do the trick. One use, of course, being the casting of rituals quickly and/or for free. Kinda like what Mormegil said.
Maybe there could also be a p.42-eqsque section or module that shows one how to use a Spellcraft check to replace/reduce some of the ritual limiters (surge, components, casting time).
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1 year ago ::
May 07, 2012 - 2:24PM
#15
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Date Joined:
Mar 26, 2004
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My opinion is that there were far too many rituals in the game. A ritual, if everyone can do it, should be non-magical. Otherwise you turn every character and npc in the game into a half wizard.
Examples: Someone wants to burn candles and incense while sacrificing a living being to summon a demon/devil.
A group of warriors beat their weapons to their shields while shouting DEATH before charging the enemy to demoralize them.
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1 year ago ::
May 07, 2012 - 2:31PM
#16
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My opinion is that there were far too many rituals in the game. A ritual, if everyone can do it, should be non-magical. Otherwise you turn every character and npc in the game into a half wizard.
I feel the opposite way. You only need one person that can cast Rituals. Since Rituals don't use your combat resources, they become a group commodity. It doesn't matter anymore who casts these Rituals, the group just has them at their disposal. You still have magic at your disposal regardless of your party composition.
I think magic to solve out-of-combat is an essential part of D&D and that's why I think rituals should be magical and not mundane.
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1 year ago ::
May 07, 2012 - 2:35PM
#17
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I think requiring the use of 2 action points to do any rituals would keep the cheese down to a minimum...
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1 year ago ::
May 07, 2012 - 3:04PM
#18
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Date Joined:
Mar 19, 2004
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My opinion is that there were far too many rituals in the game. A ritual, if everyone can do it, should be non-magical. Otherwise you turn every character and npc in the game into a half wizard.
I feel the opposite way. You only need one person that can cast Rituals. Since Rituals don't use your combat resources, they become a group commodity. It doesn't matter anymore who casts these Rituals, the group just has them at their disposal. You still have magic at your disposal regardless of your party composition.
I think magic to solve out-of-combat is an essential part of D&D and that's why I think rituals should be magical and not mundane.
Mixed feelings on both counts.
On the one hand, I don't want class to be the sole limiting factor in determining who can use magic and who can't.
On the other hand, I don't want magic to be the answer to out-of-combat problems once again.
I do want rituals, and I want it as a class-independant feature once more, but I'd also like for some mundane problems to be more difficult or impossible to solve with magic.
I think requiring the use of 2 action points to do any rituals would keep the cheese down to a minimum...
Cheese? What cheese?

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1 year ago ::
May 07, 2012 - 6:56PM
#19
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I think requiring the use of 2 action points to do any rituals would keep the cheese down to a minimum...
Cheese? What cheese?
Well if it takes only 1 point then if they are out for a month they can use their rituals to create lots of sellable items or whatever. If they require 2 they can't do it without passing a milestone...
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1 year ago ::
May 07, 2012 - 6:58PM
#20
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Date Joined:
Dec 28, 2010
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You cant use a ritual like that unless your DM is horrible. No sane DM will allow the use of ritual exploitation to explode bombs.
I disagree strongly with the bolded. Imagine that you, as a DM, have laid out a siege scenario. Now a player comes up and says "well I use this spell in this way to break the castle walls so our army can swarm in". If you say no to that perfectly reasonable plan, even though it is an exploit of a flaw in the gaming system, you will encounter resentment by your players, especially if the siege scenario is tough. Why didn't it work? Spell A is Spell A after all...
This kind of thing is what I want the game system to esplicitly avoid. Some people like it; they say it is a creative way to use a spell and should be rewarded. I think a creative way to use a spell should be rewarded, but shouldn't void the need for an entire adventure arc. Spell abuses of all kinds should be restricted, and this category in particular needs some kind of restrictions. Daily reset is a horrible restriction for the above reasons.
If you want to massacre cows to turn into salt and sell it, you could just butcher the cows and sell the meat. Become a cowboy. The idea behind rituals was to pretty much replace the endless spell lists that wizards and other casters had letting them be your versatile spells. I run into far more problems being stonewalled by a DM than i do laughing while i exploit my rituals. "Your ritual fails he is protected by anti scrying wards" you get there its an orc warlord whose never used magic in his life. They require some DM cooperation, using explosive runes to take down a city wall might fly in some games but in most the DM will just say, they arent strong enough to take down the city walls. Or maybe it turns into an adventure all together to place them strategically a feat that can be easily replicated by an alchemist building lots and lots of actual bombs.
First, I was just listing some of the common exploits that I remembered off of the top of my head, not of rituals, but of 3.5's spells. The kind of spell that should have been a ritual, but wasn't, could be spammed, and led to caster imbalance. Those are some, but the problem is systemic: take divinations. As you mentioned, either you have horrible DM fiat or you end up with divinations voiding numerous possible plots, and a DM that needs to strongly consider what a caster can do before laying out his adventure. Which sucked, and was a good riddance IMO.
I think you missed my point on the first bit. There is nothing wrong with using explosive glyphs in a siege or something, i think what i was replying to was doing stuff that is beyond a rational scope of a players ability because of a flaw in warding. In 4e, blowing up an entire city with thousands of wards would be impractical to even attempt. Further i said using those rituals would be no different than using actual bombs, there is a restriction on how many times you can use it. The second part was DMs just not planning properly for player abilities ahead of time. It really takes fun off being a ritual caster and investing in that as an ability.
@ last two posts, keep in mind that not everyone is half wizard only those who invested in skill training for the propper skill and the ability to cast rituals so essentially they would half caster.
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